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Messages - fancasopedia

#1
Dear moderators, can you please delete this subject?
#2
Hello, I want to add cinematic to my game.
Code: ags

PlayVideo("cinematic.avi",eVideoSkipEscKey, 0);


When I do that in my room_Load() function it is working. But I compiled my game(F7) and tried to execute my game on Compiled folder, but it did not worked. :( Just black screen and audio coming from the .avi file. It is really urgent, please help me. Thank you guys :)

Note: My cinematic.avi file is in the Compiled/Windows folder.
Note: I launched my game on 1280X720(which is the default resolution for our game) the cinematic is played nicely. Then the problem is, why it is not working correctyl in full screen?

Note: I turned .avi to .ogv, and carried into main folder, the problem is solved. Stay tuned for the demo our game :)
#3
Hello. I was translating my game to English. Main language of our game is Turkish. Anyway, I was controlling these languages together. The problem is, I deleted my English translatation file and run the game without it. My game supposed to be run in Turkish right? I did not.  Game started with English language default! How could this possible ? I debugged  my code for translation but there is no written translation command in my code. I did not understand. I think I choose English translation for main language. It maybe silly question but :) I really didn't understand this problem. Is there anything that I should delete? or any settings that can restore my default language? I dont want to use Translation, just my already written room dialog and etc...

And when I compile my game, there is already built it English.tra file. I deleted it and run the .exe file, display box opened and ("no labn")

Thank you for your help from now.
#4
Quote from: eri0o on Sat 09/11/2019 10:35:51
What is normal languages data? Can you give me some screenshots to accompany your description?

Have you read here?
https://adventuregamestudio.github.io/ags-manual/Translations.html

Other relevant function is here:
https://adventuregamestudio.github.io/ags-manual/Game.html#gamechangetranslation

Remembering a choice requires writing and reading to some file so that you can read this before starting the game.

Thanks for your help. I get it know. :) Only one function can do the trick then.
#5
Hello guys. I'm asking this because I don't want to put my game in danger. I'm so confused about this subject. I create a Translation first but it deleted my normal languages data. Of course I tried just for one line. :) I need to create a button. When I clicked that button, game must be English(second language that I am going to add). Whenever I restart my game it must be remember my choice. So I have dialogs,displays,gui_names etc. I think I must be use Translations but how I can control 2 languages. Give me the best practice of this problem. Thank you for your help :)

#6
Modules, Plugins & Tools / Re: AGS ThemeEditor
Thu 31/10/2019 17:34:18
Quote from: Crimson Wizard on Wed 25/09/2019 15:27:35
Quote from: fancasopedia on Wed 25/09/2019 08:07:16
Guys, is it for AGS Dark Theme?

This is a tool that lets you configure your own custom theme. If you only want to use existing theme, then simply download the theme itself and install it through editor's Preferences.

Quote from: fancasopedia on Wed 25/09/2019 08:07:16
How can I install this? Can you write to steps?

Follow the download link in the first post that sais "compiled app" (https://bitbucket.org/rulaman/ags-themeeditor/downloads/)
Download the one with the highest version number.
Create a folder and unpack a zip.
Run ThemeApp.exe.

Hello again :)
I checked my Preferences but did not find anything about themes? Is it for 3.5.0 ?
#7
Hello guys. When I write Display("TEST"); engine stopped the game and responding like "GUI set as text window but is not actually a text window GUI" that. I created a new game, and copy the gTextBorder properties exactly  the same but bug is still there. :( Also when I only delete the other GUI' such as gStatusline, game again responding like that. I dont know what I am doing wrong, please help me for that guys, thanks :)


Edit: Sorry I got it...
#8
Modules, Plugins & Tools / Re: AGS ThemeEditor
Wed 25/09/2019 08:07:16
Guys, is it for AGS Dark Theme?  How can I install this? Can you write to steps? Thank you...
#9
Quote from: Snarky on Sun 08/09/2019 15:27:43
Usually if you want to display a DynamicSprite temporarily, you assign it as the Graphic of a room object or a GUI control (e.g. a Button), and show that. Or you can use a graphical Overlay. That way you can easily get rid of it when you no longer need it. Drawing onto the room background is something you'd usually only do if you're making a permanent change to the entire room.

THANK YOU!  :-D :-D :-D :-D
#10
Quote from: eri0o on Sun 08/09/2019 14:14:09
The function you need is this: DynamicSprite.CreateFromBackground(). You need to store this Dynamic Sprite somewhere.

I can't write you a code because it's unclear what you are trying to do. :/ For instance, I can't even understand if the scope of the copy of background sprite needs to be on the function or globally in your case.

According to talking character, icon's must be change globally at same position in screen. After character talk, the icon's area must look empty. i declared this function in my script. You just write by yourself  then I can transform it :)

Can I do tricks like declaring icons same as grey panel on screen? After speech is over, grey must be on screen, therefore it  can look empty maybe.
#11
Quote from: eri0o on Sun 08/09/2019 11:16:07
Once a Sprite is draw to any surface you can't remove from it, because it's no longer a sprite, instead it's now a bunch of pixels. If you wish to preserve any surface after drawing, instead, you need to copy those pixels elsewhere, the easiest way being creating a dynamic sprite that holds a copy of the pixels at the previous state.

Thank you :) Can you write a piece of code for my problem if you dont mind?
#12
Hello guys, I searched a lot but did not find a solution for my problem. It seems easy but somehow I'm stuck :)

Code: ags

function Speak(this Character*, int iconNumber, String chardialog)
{
DynamicSprite* sprite = DynamicSprite.CreateFromExistingSprite(iconNumber, true);
sprite.Resize(75, 75);
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(10, 640, sprite.Graphic);
sprite.Delete();
surface.Release();
this.SayAt(10,680, 1200, chardialog);
}


After this function finished, the sprite doesn't go anywhere from the screen. 

Here is a example of what my code do= https://ibb.co/HPSnFGm

After dialog end,sprite doesn't go which I mentioned above. Also, when i use this function for other npc,the npc's icon showed up above the previous character's icon. I dont want to risk our game's future(memory leak etc.), so I had to ask you guys.
#13
FontForge saved my life, and of course you :) Thank you for help guys. ;)
#14
Quote from: Crimson Wizard on Sat 31/08/2019 14:51:25
AGS does not support Unicode, it is a strictly ANSI program (it's old). This means that you need to:

1) Find a font corresponding to the Turkish ANSI codepage: https://en.wikipedia.org/wiki/Windows-1254
2) Make sure that when you write and save turkish text in the ags script or TRS file you have Turkish as a base system locale set (locale for non-Unicode programs).
Only then the typed text will match the font characters correctly.

Hi again,
I tried to find different fonts but result is same as old. Also, this plugin does not have .dll extension. Could you find example of font :(

#15
Hello,
  How can I  access  functions and variables   that   I created in my RoomScript from my own scripts like GlobalScript,Inventory,Player? I can access my variables and function in RoomScripts. Because my own scripts has header, therefore i am importing them globally but RoomScripts not.
#16
Hi everyone,
  We are a small team in Turkey. To publish our game in Turkey, we need to use turkish alphabet. I tried and searched for specific solution but unfortunately i didn't find any solution. I import more than 15 tff which includes Turkish letters, AGS recognize one or two of them. For example Ç, Is there any option in game or function that can help me? Or is there any different kind a trick to solve this problem.

When the characters start to talk, the turkish letters turning into rubbish symbols.

Letters that should be in game : iÃ,,° ŠŸŠž Ã,,ŸÃ,,ž çÇ öÖ üÜ

If i can't solve this problem, I need to change my game engine :( I dont want to change it, so please help me with that guys. Thank you...
#17
Thank  you very very much. Problem solved :)
#18
Hello guys, when i carry the exe file into Compiled/Windows and tried to run its givig this error. I google it, I tried to import several different fonts but this error didn't go. Could please help me with this annoying thing. Because I really don't know how to solve it.  Thank you...
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